The Media Equation
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The Media Equation
The Media Equation is a general communication theory that claims people tend to assign human characteristics to computers and other media, and treat them as if they were real social actors. The effects of this phenomenon on people experiencing these media are often profound, leading them to behave and to respond to these experiences in unexpected ways, most of which they are completely unaware of.Reeves, B., & Nass, C. I. (1996). ''The media equation : how people treat computers, television, and new media like real people and places.'' Cambridge University Press. Originally based on the research of Clifford Nass anByron Reevesat Stanford University, the theory explains that people tend to respond to media as they would either to another person (by being polite, cooperative, attributing personality characteristics such as aggressiveness, humor, expertise, and gender) – or to places and phenomena in the physical world – depending on the cues they receive from the media. Nume ...
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Communication Theory
Communication theory is a proposed description of communication phenomena, the relationships among them, a storyline describing these relationships, and an argument for these three elements. Communication theory provides a way of talking about and analyzing key events, processes, and commitments that together form communication. Theory can be seen as a way to map the world and make it navigable; communication theory gives us tools to answer empirical, conceptual, or practical communication questions. Communication is defined in both commonsense and specialized ways. Communication theory emphasizes its symbolic and social process aspects as seen from two perspectives—as exchange of information (the transmission perspective), and as work done to connect and thus enable that exchange (the ritual perspective). Sociolinguistic research in the 1950s and 1960s demonstrated that the level to which people change their formality of their language depending on the social context that the ...
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Anthropomorphism
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals. Etymology Anthropomorphism and anthropomorphization derive from the verb form ''anthropomorphize'', itself derived from the Greek ''ánthrōpos'' (, "human") and ''morphē'' (, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.''Oxford English Dictionary'', 1st ed. "anthropomorphism, ''n.''" Oxford University P ...
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Bayesian Network
A Bayesian network (also known as a Bayes network, Bayes net, belief network, or decision network) is a probabilistic graphical model that represents a set of variables and their conditional dependencies via a directed acyclic graph (DAG). Bayesian networks are ideal for taking an event that occurred and predicting the likelihood that any one of several possible known causes was the contributing factor. For example, a Bayesian network could represent the probabilistic relationships between diseases and symptoms. Given symptoms, the network can be used to compute the probabilities of the presence of various diseases. Efficient algorithms can perform inference and learning in Bayesian networks. Bayesian networks that model sequences of variables (''e.g.'' speech signals or protein sequences) are called dynamic Bayesian networks. Generalizations of Bayesian networks that can represent and solve decision problems under uncertainty are called influence diagrams. Graphical mode ...
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Frequentist Probability
Frequentist probability or frequentism is an interpretation of probability; it defines an event's probability as the limit of its relative frequency in many trials (the long-run probability). Probabilities can be found (in principle) by a repeatable objective process (and are thus ideally devoid of opinion). The continued use of frequentist methods in scientific inference, however, has been called into question. The development of the frequentist account was motivated by the problems and paradoxes of the previously dominant viewpoint, the classical interpretation. In the classical interpretation, probability was defined in terms of the principle of indifference, based on the natural symmetry of a problem, so, ''e.g.'' the probabilities of dice games arise from the natural symmetric 6-sidedness of the cube. This classical interpretation stumbled at any statistical problem that has no natural symmetry for reasoning. Definition In the frequentist interpretation, probabilities are ...
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Serious Game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. History The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Bac ...
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Uncanny Valley
In aesthetics, the uncanny valley ( ja, 不気味の谷 ''bukimi no tani'') is a hypothesized relation between an object's degree of resemblance to a human being and the emotional response to the object. The concept suggests that humanoid objects that imperfectly resemble actual human beings provoke uncanny or strangely familiar feelings of uneasiness and revulsion in observers. "Valley" denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness. Examples can be found in robotics, 3D computer animations and lifelike dolls. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the "valley" has been cited in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts that an entity appearing almost human will risk eliciting cold, eerie feelings in viewers. Etymology Robotics ...
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Pupillary Response
Pupillary response is a physiological response that varies the size of the pupil, via the optic and oculomotor cranial nerve. A constriction response (miosis), is the narrowing of the pupil, which may be caused by scleral buckles or drugs such as opiates/opioids or anti-hypertension medications. Constriction of the pupil occurs when the circular muscle, controlled by the parasympathetic nervous system (PSNS), contracts, and also to an extent when the radial muscle relaxes. A dilation response (mydriasis), is the widening of the pupil and may be caused by adrenaline; anticholinergic agents; stimulant drugs such as MDMA, cocaine, and amphetamines; and some hallucinogenics (e.g. LSD). Dilation of the pupil occurs when the smooth cells of the radial muscle, controlled by the sympathetic nervous system (SNS), contract, and also when the cells of the iris sphincter muscle relax. The responses can have a variety of causes, from an involuntary reflex reaction to exposure or inexposure ...
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Second Life
''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective". The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. ''Second Life'' users, also called ' residents', create virtual representations of themselves, called ''avatars'', and are able to int ...
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Cooperative Principle
In social science generally and linguistics specifically, the cooperative principle describes how people achieve effective conversational communication in common social situations—that is, how listeners and speakers act cooperatively and mutually accept one another to be understood in a particular way. The philosopher of language Paul Grice introduced the concept in his pragmatic theory, argued such: Accordingly, the cooperative principle is divided into Grice's four maxims of conversation, called the Gricean maxims—quantity, quality, relation, and manner. These four maxims describe specific rational principles observed by people who follow the cooperative principle in pursuit of effective communication. Applying the Gricean maxims is a way to explain the link between utterances and what is understood from them. Though phrased as a prescriptive command, the principle is intended as a description of how people normally behave in conversation. Lesley Jeffries and Daniel McIntyr ...
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Paul Grice
Herbert Paul Grice (13 March 1913 – 28 August 1988), usually publishing under the name H. P. Grice, H. Paul Grice, or Paul Grice, was a British philosopher of language. He is best known for his theory of implicature and the cooperative principle (with its namesake Gricean maxims), which became foundational concepts in the linguistic field of pragmatics. His work on meaning has also influenced the philosophical study of semantics. Life Born and raised in Harborne (now a suburb of Birmingham), in the United Kingdom, he was educated at Clifton College and then at Corpus Christi College, Oxford.publish.uwo.ca/~rstainto/papers/Grice.pdf After a brief period teaching at Rossall School, he went back to Oxford, firstly as a graduate student at Merton College from 1936 to 1938, and then as a Lecturer, Fellow and Tutor from 1938 at St John's College. During the Second World War Grice served in the Royal Navy; after the war he returned to his Fellowship at St John's, which he held u ...
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Experienced Computer User
A power user is a user of computers, software and other electronic devices, who uses advanced features of computer hardware, operating systems, programs, or websites which are not used by the average user. A power user might not have extensive technical knowledge of the systems they use but is rather characterized by competence or desire to make the most intensive use of computer programs or systems. In enterprise software systems, "Power User" may be a formal role given to an individual who is not a programmer, but who is a specialist in business software. Often these are people who retain their normal user job role but also function in testing, training, and first-tier support of the enterprise software. Some software applications are regarded as particularly suited for power users and may be designed as such. Examples include VLC media player, a multimedia framework, player, and server, which includes complex features not found in other media player suites. Interface desig ...
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Folk Psychology
In philosophy of mind and cognitive science, folk psychology, or commonsense psychology, is a human capacity to explain and predict the behavior and mental state of other people. Processes and items encountered in daily life such as pain, pleasure, excitement, and anxiety use common linguistic terms as opposed to technical or scientific jargon. Traditionally, the study of folk psychology has focused on how everyday people—those without formal training in the various academic fields of science—go about attributing mental states. This domain has primarily been centred on intentional states reflective of an individual's beliefs and desires; each described in terms of everyday language and concepts such as "beliefs", "desires", "fear", and "hope". Eliminative materialism is the claim that folk psychology is false and should be discarded (or "eliminated"). Key folk-concepts Intentionality When perceiving, explaining, or criticizing human behaviour, people distinguish between int ...
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